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Everything posted by Fr3eMan

  1. Hi Pierremgi, is possible to replace the player position with random position in a marker area?
  2. Hi all, I have a quick question for all, using the BIS_fnc_arsenal how I can remove the magazine spawn on the weapon automatically loaded? I know how to customise the arsenal for select which weapon/item will be loaded, but I haven't idea of how permit to take weapons from arsenal unloaded already.
  3. Hi all, question, is possible via script substitute the existing trees and plants on an island like Stratis with the plants and trees of Tanoa? I know exist command like hideObjectGlobal, for hide the existing object on the map, but is possible hide and/or substitute?
  4. Fr3eMan

    Need Occupation script

    You try to mix the scripts? In the raw 241 and 346 where is located the command createUnit of occupation script of Grimes, you can try to add the addeventhandler and make some test if it's working, maybe is better use a global variable instead of a local. _aiUnit = _aiGrp createUnit [_rndmClass, _indivPos, [], 0, "NONE"]; _aiUnit addeventhandler ["FiredNear",{ [_this select 0, ["Middle","Down"]] execVM "JBOY\JBOY_UpDown.sqf";}];
  5. Thanks @haleks, I can try so to place the objects in an empty area on the editor, like the airport, than hide by module of by script, and just let appear when I need, and test the impact on performance. The idea is to let it work on MP on a dedicate server.
  6. There is no need to replace all the vegetation on the island, plus an area of 1km by 1km is enough just to create an example/showcase of different environmental on same terrain map. I will try to make a script using the createSimpleObject and createVehicle for understand what's more suitable, additional question, there is somewhere the class lists of trees/bushes?
  7. Good day all! I have a question, there is the way to attach/link by script to the inventory (uniform/vest/backpack) an object as the mobile cellphone of the editor?
  8. HI all! I'm working on a script to create a kill house, and I want to use the plywood panels of editor for create the area, and I don't want allow the bullets to pass the panels, but also if I set it as: _pos = [_pos1,_pos2,_pos3,_pos4,_pos5]; { _veh = createVehicle ["Land_Shoot_House_Wall_F", _x, [], 0, "CAN_COLLIDE"]; _veh allowDamage false; _veh enableSimulation false; _veh setDir 14.5; }foreach _pos; The bullets can anyway pass it and can hit the objects/unit on the other side, any suggestion?
  9. During some test I find this problem, apparently on spawning of virtual arsenal, the mines doesn't are loaded inside the arsenal. Mines are not considered as ammo in arsenal maybe? Below the code i used for generate the virtual arsenal. _a = createVehicle ["Land_Pallet_MilBoxes_F", position player, [], 0, "CAN_COLLIDE"]; _a allowdamage false; ["AmmoboxInit",[_a,false]] call BIS_fnc_arsenal; [_a,[],true] call BIS_fnc_addVirtualWeaponCargo; [_a,["APERSMine","APERSBoundingMine","APERSTripMine","SLAMDirectionalMine","ATMine"],true] call BIS_fnc_addVirtualMagazineCargo; [_a,[],true] call BIS_fnc_addVirtualItemCargo; [_a,[],true] call BIS_fnc_addVirtualBackpackCargo;
  10. You right, "ATMine_Range_Mag" as magazines "ATMine" as object.
  11. Fr3eMan

    Arsenal question

    Ok I have to find the way 😑
  12. Fr3eMan

    Arsenal question

    So if I rewrite the function and I create a custom function that's will work if I understood? this is the original line [_center,_item,4] call bis_fnc_addweapon;
  13. There is any update available of this script? update 26/05/2019 Look's like no. Look like the LARs_fnc_deleteComp do not delete active mines, or I miss something?
  14. Hi all! I'm trying to implement a script for automatic selection of mod in game. The mission normally have to start on vanilla version, but in case of server is starting with some specific mod, automatically the mission select/convert the vanilla objects to the mod objects. I know some scripters already implement some different solutions in their own mission, but my question is if already exist a customizable script tamplate, easy to implement in a custom mission. In case do not already exist a customizable template , anybody has any suggestion for the best solution to implement?
  15. Ok is just units spawner.
  16. Working also with arsenal objects?
  17. Just a sample, this already work... My starting question was if already exiting a script template mission shared in the community with this implementation. Before starting to write form zero a script, I want to be sure anybody else alredy did and I than can use it.
  18. One of the most useful sample I find is that is implemented on KP Liberation , in the kp_liberation_config.sqf are defined the lists of objects to be spawn in base of the mod presence, than the functions F_checkClass.sqf and F_filterMods.sqf select the spawning objects in game.
  19. I check your code GF_Mod_Check and I understand that working with the check of configfile check, and i suppose is the most simple solution for activate the mod filter. So adding the code in the initServer.sqf if I also insert some arrays connected with the different mod classlist to be called on the virtual arsenal when spawn on map. In the same way will change the vanilla classlist objets/groups with mod classlist objets/groups. I usually spawn by script the arsenal in game 😉 Recently I created a function for this use in game (is under testing). I think so.
  20. Have to work for arsenal objects, units, vehicles and also groups. For example, on mission start the initialization feel the presence of activated mod on server side, the script check the kind of mods present and on base a specific priority list or selected on start mission by the player, the script start the mission spawning the objects selected(arsenal objects, unit, vehicles or groups). So the arsenal object with classlist name "arifle_MX_F" (vanilla) have to be substitute with the class object "rhs_weap_m16a4" (RHSUSAF mod), and so on for unit, vehicles and groups.
  21. I'm trying to spawn a vehicle and when the player move nearest by trigger draw the vehicle displayed dame over it, I'm using the follow code but when spawn the icon over it appear like "unknown", I miss something.... _draw = addMissionEventHandler ["Draw3D",{ drawIcon3D ["", [1,0.05,0.05,1], [getpos obj1 select 0, getpos obj1 select 1,4], 0, 0, 0, gettext (configFile >> "CfgVehicles" >> "AllVehicles" >> "displayName"), 0,0.09]; } ];